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iPad: Upcoming iPad Games

03-20-2010, 05:30 PM
#11
Joined: Jul 2008
Location: Boston
Posts: 1,268
Quote:
Originally Posted by The Game Reaper View Post
Worms would be awesome on this.
I agree
abd scorched earth type games in general

i am so glad i pre-ordered my ipad
i splurged a bit and got the 32 gig one because i think each app will be bigger in size

but i didn't want to spend the money on a 64 gig because i may want to upgrade to version two..

but yeah, there are so many games, that don't really work, atleast not without a lot of effort on the iphone, that would be amazing on the ipad
03-21-2010, 03:12 AM
#12
Joined: Dec 2008
Location: Hawthorne,California
Posts: 588
I'm making an iPad version of "1 Life, 1 Chance" with enhanced features.

Artist and dev for Team Dropkick

03-23-2010, 08:27 AM
#13
Does anybody know an approximate number of upcoming iPad games?
03-23-2010, 08:43 AM
#14
There is an evergrowing official list at PocketGamer if that helps.

http://www.pocketgamer.co.uk/r/iPad/...ws.asp?c=19085
03-23-2010, 09:27 AM
#15
Mobile Amusements, thanks!
03-23-2010, 10:14 PM
#16
Quote:
Originally Posted by B34$T View Post
How would that work on ipad?
I'm interested in this as well. Any devs care to comment on how any game with a virtual gamepad will work on the ipad? It seems like it would be difficult to hold the ipad the way you'd need to for that type of control scheme.
03-23-2010, 10:56 PM
#17
Joined: Aug 2009
Posts: 618
Quote:
Originally Posted by ilStugots View Post
I'm interested in this as well. Any devs care to comment on how any game with a virtual gamepad will work on the ipad? It seems like it would be difficult to hold the ipad the way you'd need to for that type of control scheme.
This link might help. As you can see from the photo, it's a bit easier to hold and manipulate than one might think.

The controls in Coverfire are presented as two virtual D-Pads. In reality, they're partway between a D-Pad and Thumbstick. You can tap on a given direction to activate the control, or you can hold the screen and slide around to the appropriate direction.

I have done numerous simulations with this control scheme. It has proven to be comfortable, accurate, and responsive. My aim is to challenge players with the game, not challenge them with the controls.

Due to this commitment, Coverfire won't come out until *after* the hardware release. I want the opportunity to tune the controls for the most comfortable experience possible.
03-25-2010, 09:26 AM
#18
Joined: May 2009
Location: Europe
Posts: 222
Jeez the shovelware is coming on thick and fast already..

Playing: We Rule, Plants vs. Zombies, AquaForest, Broken Sword
Plus+: Ciaran88

MacMystic - Forecasts, predictions and suggestions for Apple Inc
03-25-2010, 11:28 AM
#19
How will Myst look on the iPad. Will an update be required or will it look ok in 2x scale mode?
03-26-2010, 12:48 AM
#20
Quote:
Originally Posted by steelfires View Post
But, shouldn't devs still focus efforts on iphone since that's where most of their customers are?
Developers will likely work on both. Right now there is a much better chance of someone seeing your game on the iPad than the iPhone. I know our game came out on the day when Apple released 1400 apps of which 300 were games. Hard to get noticed in a monsoon like that ipad is a second chance for us smaller devs who didn't get in on the iPhone gold rush..... at least we hope it is!

Steamroller Studios maker of Super Shock Football
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